Pemanfaatan Teknologi Informasi (TI) dalam proses penyampaian informasi mengalami perkembangan pesat. Saat ini, teknologi terbaru yang digunakan dalam penyampaian informasi adalah teknologi Augmented Reality (AR). Pada teknologi AR, pengguna dapat menvisualisasikan objek atau benda bersejarah dalam bentuk 3 dimensi. AR memiliki kelebihan bersifat interaktif dan real time sehingga AR banyak diimplementasikan di bidang pendidikan sebagai media untuk memperkenalkan benda-benda bersejarah yang merupakan warisan budaya. Benda-benda bersejarah sebagai warisan budaya termasuk ke dalam katagori cagar budaya. Benda cagar budaya memiliki arti khusus bagi sejarah, ilmu pengetahuan, pendidikan, agama, dan kebudayaan. Selain itu, benda cagar budaya juga memiliki nilai budaya bagi penguatan kepribadian bangsa. Mengingat pentingnya keberadaan cagar budaya tersebut, maka informasi mengenai keberadaan benda cagar budaya harus diketahui oleh masyarakat. Tujuan pada paper ini adalah untuk mereview penggunaan teknologi AR yang bersifat interaktif dan real time dalam memperkenalkan benda cagar budaya kepada masyarakat. Pada bagian selanjutnya akan dibahas mengenai penelitian-penelitian yang relevan dalam penggunaan teknologi AR. Selain itu juga akan dibahas mengenai teknik dan metodologi penelitian dalam pembuatan aplikasi AR tersebut.
The e-safety parenting socialization activity aims to provide knowledge about patterns of childcare in the digital era in using smartphones, especially the use of the Internet. The socialization activities were attended by 38 participants fromTrayeman village, Plered, Bantul. The method used is lecture and question and answer. Socialization material is distributed in the form of material handouts. The implementation of e-safety parenting is getting a good response. The participants were enthusiastic in listening to lectures from the speakers. This can be seen from the many questions raised related to childcare patterns in the digital age in using smartphones, especially Internet usage. After participating in this socialization, the participants of the socialization have understood the potential or risks of children using the Internet, tips on using the Internet wisely and knowing the procedures and techniques for the prevention of negative content on the Internet. Socialization participants can also practice the steps of using the Secure Parental Control App on their smartphone. It is hoped that by taking part in the socialization of e-safety parenting, they will discuss the negative impacts of using gadgets and direct the use of these gadgets for positive activities.
Pemanfaatan teknologi informasi untuk meningkatkan nilai ekonomi dilakukan oleh Pemerintah Kabupaten Bantul dengan memberdayakan masyarakat Bantul khususnya pelaku UMKM yang tergabung pada KIM untuk memanfaatkan marketplace sebagai sarana pemasaran produk/jasa UMKM. Hal ini dilakukan agar promosi produk UMKM dapat menjangkau wilayah yang lebih luas dan transaksi jual beli bisa dilakukan secara mudah, cepat dan aman. Pelatihan marketplace ini dilaksanakan dengan langkah-langkah kegiatan seperti analisis kebutuhan dan permasalahan, pembuatan materi, pelaksanaan,dan evaluasi. Dari hasil pendampingan yang telah dilakukan, pelaku UMKM Kabupaten Bantul dapat memanfaatkan secara maksimal penggunaan marketplace sebagai sarana pemasaran produk/jasa. Diharapkan dengan meningkatnya transaksi jual beli produk UMKM melalui marketplace, akan meningkatkan kesejahteraan pelaku UMKM khususnya masyarakat Bantul.
The utilization of Information Technology (IT) in the process of information delivery is growing rapidly. One of technologies used in the delivery of technology is the technology of Augmented Reality (AR). The user is able to visualize the object in 3-dimensions, therefore, AR has interactive advantage and real time. AR is lots of implemented in many fieds, which one of them is education field. The technology of AR is harnessed as the interactive learning media that is able to stimulate student’s response towards learning media that is used. Besides the implementation of AR as the interactive learning media in education field, the technology of AR is also used as the interactive learning media to familiarize cultural heritage to community, one of them is a museum. In this research, it is going to be designed an application of AR-Sandi. AR-Sandi is designed as a solution for visitors ,who tend to be passive when they visit to a museum, only look around the collections of historical objects without any interactions. The focuses of this research are (i) designing the application of AR-Sandi (ii) testing the application acceptance of AR-Sandi through framework TAM (Technology Acceptance Method). The conclussion of this research is that the application of AR-Sandi has succeeded to be developed in tune with the methodology of waterfall. Based on the testing towards 30 visitors of Sandi Museum, majority of them agree that the application of AR-Sandi is acceptable to the users as well as has functionality and good performance
Culture is a wealth that must be maintained and preserved by the people of Indonesia. One of the Indonesian cultures that is still growing and developing today is the art of batik. Batik is a cultural heritage that has been designated by UNESCO since 2009 as a human heritage for oral and non-material culture (Masterpieces of the Oral and Intangible Heritage of Humanity). Batik has its own beauty, a variety of color patterns and curves of lines strung together into a beautiful unit that is written on the cloth. Adding aesthetic value in the form of isen is a very appropriate thing to beautify batik cloth. In every design, patterns and motifs contained in the fabric, of course it has its own meaning and philosophy. The aesthetic value in batik isen is an addition to the soul of batik, this is because isen is only used to add decoration to enrich the motif as well as to build a certain meaning that the creator wants to convey. Designing technology in the form of interactive multimedia applications as outlined in a storyboard is one of the important steps that must be taken in developing applications for introducing batik isen-isen. The results of the research carried out are, a storyboard design that has been completed has been implemented into an interactive multimedia application to introduce isen-isen to the public. The results of tests carried out using a black box test, it was found that the application was running according to the function and design of the storyboard that was made.
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